Event dispatcher causes engine to crash

Hello

I have been using unreal engine in a class and have been experiencing a issue that I can not solve, nor can my professor. When ever I use a event dispatcher in a project they engine crashes upon saving/compiling. It will save/compile first time however all subsequent attempts result in engine crashing, also it will crash when I try to run it.

Iv heard that others have experienced these issues before, and almost everyone in my class is having same problem.
Does anyone know of a fix for this problem?
And if not is there something else I could use instead of a event dispatcher that would perform same task?

I have tried several of content examples and as with any custom project i create (that includes dispatcher) it will run successfully until i close project and then reopen it again on a latter date. Also i have found if i unchecked “auto recompile blueprints” under play in editor preferences, I can then play project but it will still crash moment i attempt to change project and re-save (including if i try to remove a even dispatcher from a project).

I have considered that maybe I am just doing something wrong, so il try to explain what i do. First i create a event dispatcher in a class blueprint from event dispatch button on left of blueprint editor. Then I make sure object is still selected in editor and open level blueprint. I right click in an empty area of blueprint editor and type in name of event dispatcher i just created, and add it into level blueprint. So far everyone I know that has been using event dispatchers in my class has experienced similar issues, even though we are all using our own computers not common lab computers.

following is error i receive when engine crashes and closes

MachineId:32E3C76546DF04F3A089FCB3A89F3FD0
EpicAccountId:45c953c2216244c194b71942a3af53e6

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: TargetDelegate [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.6\Engine\Source\Editor\UnrealEd\Private\Kismet2\BlueprintEditorUtils.cpp] [Line: 5407] 

KERNELBASE + 35740 bytes
UE4Editor_Core + 3092349 bytes
UE4Editor_Core + 1597688 bytes
UE4Editor_Core + 1479058 bytes
UE4Editor_UnrealEd + 9502651 bytes
UE4Editor_Engine + 5012673 bytes
UE4Editor_UnrealEd + 9881575 bytes
UE4Editor_UnrealEd + 4557402 bytes
UE4Editor_UnrealEd + 4660963 bytes
UE4Editor_UnrealEd + 1801811 bytes
UE4Editor_UnrealEd + 6686342 bytes
UE4Editor!FEngineLoop::Tick() + 3876 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\launchengineloop.cpp:2214]
UE4Editor!GuardedMain() + 479 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\launch.cpp:131]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Hi Lightning77,

This is a known issue in 4.6.1 that we believe has been fixed for 4.7. Removing Event Dispatcher is only solution in 4.6. Try opening a copy in 4.7.2 to see if same issue occurs. Hope that helps!